Aye, good idea, thanks Now I'll just have to make it actually hit, not just follow the target with lasers, as well! Shouldn't be too hard, just requires some tweaking.Edit: Maybe a little more than just SOME tweaking. Yeah.Edit: Right, so a proper interceptor shooting a projectile at the projectile doesn't really work, because to actually have the right speed to be able to hit the target before it's miles away it has to be so fast that it just passes by the target if it hits. YES, I love this program.

@NilsMolinder:I think I will rate it a bit later. As a suggestion, you should make it fire a bit lower than the target, rather than at it. This will comply with projectile motion. Tell me if you will update it or not. BTW a good Idea!

Well, mine was really just a proof of concept, it works (follows the target and shoots) but I cba to calibrate and stuff to make it hit properly.Right, the scripting I had planned will most likely not work. I'd have to use some more comlicated scripting, which is complicated, so I don't know if I can be arsed

As it says in the description, it spawns a moving wall of boxes. The boxes themselves fit in the build area, but aren't in the build area, and the velocities are nowhere near the end of the velocity slider.

It's entirely Phun-safe.

I also included a sample projectile. Note how it is deflected upwards, even though it is on the ground when it hits the wall.

@Someone Else:No, it is not a loop hole.I must say, Great design and concept!!! It even stopped Raydeg's Entry, The first to do so! But, it is not protecting the castle, it is destroying the castle!At least in 1.9.7b version. It begins to create the wall that goes back!

Have a look at it and see if you can get around it someway, because this one can be on the top, provided it doesn't destroy the castle itself!

That's because the high compression the bullet causes upon the wall at the far left end causes newly-spawned boxes to actually get squeezed to the left, even though the boxes are really heavy and moving really fast.

The second version fixes this by spawning killer boxes to the left of the wall. These kill the bits of wall that get squeezed the wrong way.

At least, I think we are describing the same problem. The problem I described is the one I fixed in Version 2, and if that fixed the problem you're describing, then we're on the same page.

I was just reading through the topic again.---All entries will be tested at 500Hz, unless otherwise specified.My entry should run at 100Hz. This way, there is some space between the boxes, which I find helps prevent it from backfiring as I described above.